I can't help you directly with the problem, but I can explain how light works in the Aurora engine.
There are three types of items which will affect how room textures are rendered:
A) lightmaps
B) Auroralights
C) light values in the .ARE files (SunAmbient, SunDiffuse, fog values etc.)
B and C are used by the game to create room lights. If none of those are present (no Auroralights and .ARE values set to 0) the room will be pitch black. This definitely doesn't seem to be your case, though.
A lightmap is simply a second texture which gets modulated over the normal one; to understand how they work, just have a look at this picture:
lightmap effect (
http://www.flipcode.com/articles/article_lms08.jpg)
So on first analysis, it definitely looks like a lightmap problem.